A warrior without a cause. Darkmind Fighters are wandering sell-swords who make a living by selling their skills to the highest bidder. They suffer from a deep emotional trauma which can cause severe episodes of rage and destruction during combat. They often suffer from conditions such as memory loss, insomnia, and depression. Until they do find what they feel they are searching for, they continue to live as a swords-for-hire. Darkmind Fighters also don't generally rely on their physical powers to see them through a conflict either. They rely almost entirely on their guts, past conflicts, and selfish behavior to survive. Living by the motto: "Better lucky than good."

Guts (Ex): You have flawless intuition. At 1st level you can add your Wisdom Modifier to Armor Class. This acts like a Dexterity Bonus to Armor Class. It does not apply whenever you would lose your Dexterity Bonus to Armor Class such as when Flat Footed. This disregards any Maximum Dexterity Bonus for Armor.

Power Attack: Shifting your stance adds power at the expense of accuracy. At 2nd level you gain the Power Attack Feat.

Technique (Ex): You have uncovered many flawless weapon techniques. At 3rd level you add half your Wisdom Modifier to all your attack roles.

Trauma (Ex): Your many battles awaken a hidden power within your troubled mind. At 4th level you gain a +1 to your Wisdom Score. This bonus increases by +1 every four levels; 8th,12th,16th, and 20th.

Cyclone Seizure (Su): Your mind collapses into chaos and awakens a destructive wave of emotions. At 5th level you can cause a blast of terrible magnetic forces to surge around yourself as a full round action. This cyclone deals 2d6 + twice your Wisdom Modifier in damage to all opponents within 5ft. This ability can be used once per encounter and reduces your AC by 4 while active. This attack remains active until your next turn and any enemies who enter this area take full damage.

At 10th level you deal 4d6 + twice your Wisdom Modifier in damage to all opponents within 10ft.

At 15th level you deal 6d6 + twice your Wisdom Modifier in damage to all opponents within 20ft.

At 20th level you deal 8d6 + twice your Wisdom Modifier in damage to all opponents within 30ft.

Great Fortitude (Ex): Your mind overpowers pain and suffering. At 6th level you gain a +2 to your Fortitude Saves.

Sweep Attack (Ex): You enjoy knocking your enemies off balance. At 11th level you can choose to have a successful Oppurtunity Attack deal half damage and knock the target prone as a immediate action. This ability can be used once an encounter.

Strong Will (Ex): Your determination is overpowering. At 13th level you gain a +2 to your Will Saves.

Feeblemind (Sp): You can touch your mind to others. At 17th level you gain the ability to cast the spell Feeblemind, (DC 25), once per day. Any affected target may make a saving throw every hour to nullify these effects.

Epic Feeblemind (Sp): Your power grows. At 21st level you may cast the spell Feeblemind, (DC 25), twice per day. Any affected targets may make a saving throw every hour to nullify the effects.

Epic Sweep (Ex): Your technique improves. At 22nd level you can choose to have a successful Oppurtunity Attack deal full damage and knock the target prone as a immediate action. This ability can be used twice an encounter.

Epic Cyclone (Ex): Your powers of destruction increase. At 25th level you can cause a blast of terrible magnetic forces to surge around yourself as a full round action. This cyclone deals 10d6 + twice your Wisdom Modifier in damage to all opponents within 60ft. This ability can be used once per encounter and reduces your AC by 2 while active. This attack remains active until your next turn and any enemies who enter this area take full damage.

At 30th level you deal 12d6 + twice your Wisdom Modifier in damage to all opponents within 60ft.

Characters with ranks in Knowledge(local) can research Darkmind Fighters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(local)

DC

Result

5

Traveling sell-swords.

10

They suffer from trauma effects and have trouble sleeping.

15

Their chaotic mind contains lost and terrible power waiting to be awakened.

Due to their emotional turmoil and the devastation they cause Darkmind fighters tend to be at least nine and a half feet away from other character. However a player decides how his character acts and you could make your fighter the socially acceptable exception to this rule

Adaptation: However a player decides how his character acts and you could make your fighter the socially acceptable exception to this rule

Sample Encounter: The mist clears as the storm appears. "Ophelia!!! No I won't let them take you from me again." A warrior in the middle of a crimson field tears stream from his blood stained face. The remnants of the assassins flee leaving wounded, dead, friend, and especially foe behind. "No I will not lose her." The screams of the warrior continue as he rushes towards his remaining assailants. Their screams were soon silenced, but his had just begun.